You gain a +2 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black venom to coat the blade and yourself, fusing the dagger to you, the dagger then grows to look like a sword attached to where your hand should be. The venom remains for 30 minutes. your strength and dexterity then increase by 2 and your intelligence decreases by 3. the dagger now has a reach of 10 ft. If you hit a creature that creature must succeed on a DC 16 Constitution saving throw or take 3d8+2 poison damage and become poisoned for 10 minutes. The dagger can't be used this way again until 1d4 days.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Melee Weapon Attack: Poison, Bonus: Magic, Advantage: Strength Ability Checks, Disadvantage: Intelligence Ability Checks, Advantage: Dexterity Ability Checks, Poisoned, rogue,, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick
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